Kortuga

LD24

Status of .ISO – Part One

Hi again.

It seems I’ve stayed up all night. This is what I have done after 10 hours of nonstop work:

– All game sprites complete (Will add more later if needed) (Hooray for recolored textures!)

– Movement engine done. (Feels like Megaman X.) (Very cool.)

– Lots n’ Lots of enemy stuff done (Not really tested very much though.)

– Basic story arc is stewing in my cranium (Hopefully it will stay there between now and the time at which I implement it.)

– Nice textbox script compiled (Looks pretty neato)

– Added a sah-weet unlocking-doors-with-keys system

– Seemingly unfixable but easily workaroundable bug unearthed.

– And, as promised, A screenshot!

Preliminary HUD and such :D

Actually, two!

Some enemies here :D

I think I may be spending too much time on sprites…

Yeah, so I’ve spent roughly two hours for just the player sprite. It looks pretty friggin’ good, though, I gotta say. Other graphics are coming along really quickly, surprisingly. Once you have a formula, this stuff goes by easily.

And I do have a formula.

2Cellos on Pandora probably helps a lot, though.

Decided to call the game .ISO

Decided to do it in Game maker 8, because I’m much too lazy to learn Java or anything other than GML for that matter.

It’s going to turn out really cool. REALLY cool.

 

I hope.

 

Perhaps I’ll post some screenies if it’s going well.

 

~Kortuga

Status So Far…

Okay, so after working on .ISO-Part One for around… What, eight hours straight now? Jesus. Have I really been sitting here that long..?

Nevermind.

Here’s what I’ve completed so far.

– Main character sprites

– All the enemy sprites

– Some basic movement stuff (Jumping, moving side to side, etc.)

– Some terrain sprites and behavior (For testing purposes)

– Just a teensy bit of enemy programming.

I really do feel like I’m cranking this thing out, though. Honestly. I might even get it done in time to actually submit it. After I get this movement and enemy programming done, it’ll be a breeze. I don’t plan on sleeping throughout the duration of the competition, though… Which could either be a great idea or a terrible one.

 

I suffered mild burns from molten Hot Pocket contents earlier. They stopped stinging, though, so that’s a good sign. It’s around 4:30 AM local time. This is going to be a really, really long weekend.

 

Once I have something presentable, I’ll post up some screenshots. I promise.

 

~Kortuga

.ISO – Part One Update

Fourteen hours is, still haven’t gone to sleep. It’s 11AM local time, and I think I’m going to go to take a nap soon.

I need my beauty sleep, you see.

Here’s what’s done so far:

– All the enemy programming! (Excluding the boss AI)

– Main menu graphics. (New Game button, Info button, etc…)

– Opening ‘cutscene.’ (Not much of a cutscene, really. Just text on a box. A textbox, if you will.)

– Beginning to code the first boss. (This is going to either turn out really neato or really crappy.)

It’s really astounding how much I’ve gotten done so far. Here’s a to-do list!

– Create the actual levels themselves. I have a feeling this might take me a whole day to do. (The screenshots in my previous post were of test rooms… Now that I think of it I might keep them though.)

– Finish the boss fight coding. (This’ll probably take a while too.)

That’s actually about it. That doesn’t seem like a lot in type. In my brain it’s a colossal amount of work to be done, though. I don’t think I’ll have a problem actually finishing it, though.

Until next time…

 

~Kortuga

Theme Worryings

It seems like everyone’s game involves the player itself evolving. Mine does not do this- I included the theme in having my enemies evolve to try and defeat the player…

Eh, worst case scenario I get a little bit of a deduction in the Theme category.

I hope not, though…

 

~Kortuga

Comments

25. Aug 2012 · 13:21 UTC
Nobody said the player had to be the one evolving. There’s a few of us who are making enemies-evolving games, but we seem to be converging on the same kinds of designs…

.ISO – Part One… 16 Hours In.

So after working for nearly SIXTEEN HOURS STRAIGHT, on top of all the other stuff I got done earlier, I finally decided to throw together a, uh…

A whatchamacallit.

A title screen. Yeah. That.

.ISO – Part One Level Progress Thusfar!

So if you’ve read my earlier posts you know that I’ve begun to design the levels. I ended up keeping the test rooms as part of the first level, and I implemented the first boss…

Also, here’s a screenshot of what I have from the second level so far:

Trains for the win.

 

After about sixteenish hours working on the game, I feel like it’s really starting to come together. After all, once you have every object in the game ready to go it’s just gravy putting it all in rooms and levels and whatnot. I’m glad I stayed up all night doing that stuff. Now I can really focus on level design and maybe start working on another idea that’s been brewing in my head since about 4AM…

 

~Kortuga

Comments

bobbobowitz
25. Aug 2012 · 15:22 UTC
This is looking really cool! When do you think you will have a playable test up?

.ISO – Part One | More Level Stuff!

Seeing all the posts showing up here saying “I should get started on [something I’ve already done].” make me feel all good about myself for being fast. Either fast or overly devoted to this. Ah, well.

 

Have a screenshot of the second boss.

 

~Kortuga

.ISO – Part One | Almost the 24 Hour Mark

Hi again.

I ended up carrying out that idea I mentioned earlier that was stewing. Funny, it only took me about an hour to execute.

All in all, it’s looking really good.

The fourth level is done, and I’m now working on the fifth and final level.

From here, I just have to finish the last boss and fine-tune it.

 

Great Scott, I’m nearly finished.

 

~Kortuga

LD26

All in!

Let’s do this, men. And women. Countdown commence, and start your engines.

Too bad I haven’t been able to learn a new language in the past however-many-months, but whatever. The product will be equally shitty, but I’ll have a hell of a time doing it. Good luck, everyone, and may the best game win!

LD27

A Poem

As summer soon draws to a close,

And MiniLD’s done,

It comes to be that time again

Before Ludum Dare’s begun.

Developers from far and near

Dust off their IDE’s

Across the digital frontier,

We grow giddy with glee.

We vote on themes,

And watch the streams,

But before it’s to begin,

We’ll type two simple, solemn words,

The solemn words ‘I’m in.’

 

 

 

 

 

LD30

An Ambitious Endeavor

It’s game time.

I’ve missed three of the past four Ludum Dares, and I am in no mood to take any of life’s cheap [expletive] anymore.

That’s why it’s time to hunker down, invite a bro over for the weekend, and do the jam and the compo.

That’s right, both.

Is it making up for lost time? Is it masochism? Is it just plain stupidity? Probably all three. See you on the other side, brothers.

It’s Done: PLANETOID

Here’s N427 and I’s Jam game. It’s called Planetoid and it’s the first game either of us has ever coded that has any semblance of RTS elements to it. Here we go…

 

Click on the picture to give it a go, and PLEASE FOR THE LOVE OF GOD read the instructions ingame!

 

sc3

LD31

The Shitty Programmer’s Lament

“There must be a more efficient way to do this, but I don’t have time to figure out what it is”

LD34

special

Comments

ajopart
14. Dec 2015 · 01:37 UTC
Maybee it’s because I’m exhausted, but I find this hilarious !
Acerio
14. Dec 2015 · 01:41 UTC
Lmao
SvenFrankson
14. Dec 2015 · 01:42 UTC
Nice concept, but a bit too far from the theme, daddy.
Knowledge
14. Dec 2015 · 01:50 UTC
When you try #ReallyHardDare
killthealias
14. Dec 2015 · 01:52 UTC
Exactly what happened to me. Had a “great” idea about an hour after the theme was announced worked on it all night. Woke up the next morning and realised one element was unfeasible; scaled back my scope. Continued working until around 3 PM Saturday. Realised my game had no actual challenge to it. Decided to say fuck it, did a little more polish and then called it done around 9PM. Overall the second worst thing I’ve made for a Ludum Dare .
5you
14. Dec 2015 · 01:56 UTC
That feeling when a friend/your kid presents you something awfull he made and you have to pretend it’s good…